Beyond the doors is a large cave system. The cave is huge and while fires can be seen down many of the tunnels (larger tunnels than the ones on the level above), this level is cooler.
There are five tunnels leading out of this chamber.
Beyond the doors is a large cave system. The cave is huge and while fires can be seen down many of the tunnels (larger tunnels than the ones on the level above), this level is cooler.
There are five tunnels leading out of this chamber.
This one is easy because we played it New Year's Eve and Year's Day. My first game for 2023 was D&D 5e Dragonlance: Shadows of the Dragon Queen.
I was a player in it, not the DM, which was a nice change of pace.
My oldest was running it, and he combined it with bits and pieces of Rise of Tiamat and Horde of the Dragon Queen from the start of D&D 5.
Honestly, he did not care for the adventure as it was written and wanted to tweak it a bit for us. We did not play many more sessions of this. My "falling out" with D&D 5 had a lot to do with that and his promotion as a pastry chef meant he had less time. But we did have a great time. I was cleaning up our game room the other day and all of our minis are still in the "current campaign" box.
These stairs go down into this tomb for quite a long way. Also, any dwarves (or other similar characters) will also note the stairs are moving towards the north.
The stairs end in a large and somewhat cooler chamber. There is a set of large iron doors.
These doors are large and heavy. To open these doors requires a combined strength of 40 points or magic. Unless staked open they will slam shut.
--
This level has been largely protected from the volcanic activity of the level above.
Wandering monsters are found here using the table for 8th level (and sometimes 7th level). Again, magic sensitive characters can detect low levels of necromantic magic here.
What is Monster Mash II: A Midsummer Night's Dream?
Much like my first Monster Mash, this one has classes that people typically think of as "monsters" for the D&D game, but uses the special "race-as-class" feature of older, Basic-era, versions of D&D like Moldvay Basic/Cook & Marsh Expert and BECMI.
This book features 12 faerie and sylvan-based classes. Bugbears, Centaurs, Hamadryads, Leprechauns, Nymphs, Pixies, Púcas, Satyrs, Werebears, Werefoxes, and Woodwoses.
Each can be played as a Basic-era "Race-as-Class," with each gaining special abilities as they level up, or as an Advanced "Race" with recommendations for classes.
Also included is the Faerie Witch, because, well, it is one of my books.
There are also new spells for Clerics, Druids, Illusionists, Magic-users, and Witches.
And new occult powers and ritual spells for Faerie Witches.
This book can be combined with my first Monster Mash for even more combinations.
Grab yours now!
The last room on this level is a large landing between the flights of stairs going down. All around the party are portals to the Plane of Elemental Fire. Standing on the landing wielding a huge flaming sword is a fire giant.
The fire giant is named Heiðra. He is a former ally of the Vampire Queen. She cursed him to remain here and keep any who would seek her final resting place away. He will do all that he can to keep the party from moving forward.
Heiðra has the stats of a fire giant, save his sword does an additional 2d6 fire damage. He has an abode in the Elemental Plane of Fire and there is a portal nearby. He will not retreat, though, and will fight to the death. If he is dropped to half his HP he will summon 1d4+1 Hellhounds.
Next month, which is also later this week, Dave Chapman's RPGaDay celebrates its 10th anniversary, and I plan on participating again.
And this year I have even more social media sites to get involved with! Here are the text versions of the prompts.
1) FIRST RPG played (this year)
2) First RPG GAMEMASTER
3) First RPG BOUGHT (this year)
4) Most RECENT game bought
5) OLDEST game you've played
6) Favourite game you NEVER get to play
7) SMARTEST RPG you've played
8) Favourite CHARACTER
9) Favourite DICE
10) Favourite tie-in FICTION
11) WEIRDEST game you've played
12) Old game you STILL play
13) Most memorable character DEMISE
14) Favourite CONVENTION purchase
15) Favourite Con MODULE / ONE-SHOT
16) Game you WISH you owned
17) FUNNIEST game you've played
18) Favourite game SYSTEM
19) Favourite PUBLISHED adventure
20) Will still play in TWENTY years time
21) Favourite LICENSED RPG
22) Best SECONDHAND RPG purchase
23) COOLEST looking RPG product / book
24) COMPLEX / SIMPLE RPG you play
25) UNPLAYED RPG you own
26) Favourite CHARACTER SHEET
27) Game you'd like a new EDITION of...
28) SCARIEST game you've played
29) Most memorable ENCOUNTER
30) OBSCURE RPG you've played
31) FAVOURITE RPG of all time
I am sure this will be a lot of fun, and I am really looking forward to seeing what everyone does.
See you all next month...er...Tuesday.
The alcove on the near right in Room 26 hides a secret door. This one is expected is not a bit obvious.
There is a corridor that goes on for some 100 feet. As the party moves on the corridor twists and turns as well as widens. It opens into a chamber. At the other end of the chamber there is a flight of stairs that goes down as far as the eye can see.
Inspecting these stairs show signs that they one had been grand but have suffered damage from the volcanic activity. Closer inspection reveals the source of this activity, many open portals to the Plane of Fire where lava and fire are coming through.